Spawning projected avatars in a virtual universe

ABSTRACT

The present invention provides a computer implemented method and apparatus to project a projected avatar associated with an avatar in a virtual universe. A computer receives a command to project the avatar, the command having a projection point. The computer transmits a request to place a projected avatar at the projection point to a virtual universe host. The computer renders a tab associated with the projected avatar.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.13/154,043 filed Jun. 6, 2011 (which issued as U.S. Pat. No. 8,334,871on Dec. 18, 2012), which is a continuation of U.S. patent applicationSer. No. 11/839,884 filed on Aug. 16, 2007 (which issued as U.S. Pat.No. 7,990,387 on Aug. 2, 2011). This application is related to commonlyassigned and co-pending U.S. patent application Ser. No. 11/839,868entitled “METHOD AND APPARATUS FOR MOVING AN AVATAR IN A VIRTUALUNIVERSE,” and U.S. patent application Ser. No. 11/839,898 entitled“METHOD AND APPARATUS FOR PREDICTING AVATAR MOVEMENT IN A VIRTUALUNIVERSE,” filed on Aug. 16, 2007 (which issued as U.S. Pat. No.8,345,049 on Jan. 1, 2013), each of which are hereby incorporated byreference.

BACKGROUND

The present invention relates generally to a computer implemented methodand apparatus for navigating in a virtual universe. More specifically,the present invention relates to tabbed controls in a user interface topermit teleporting between virtual universe locations.

Modern uses of networked computers leverage the graphics processingpower of client computers. The client computer is a computer typicallyassigned the task of supporting user input and displaying output to auser. Many users reach online environments called virtual universes byusing a client computer. A virtual universe permits a user to adopt anavatar or a graphical representation of the user. The user has the powerto move the avatar, have the avatar interact with objects, and have theavatar interact with the avatars of other users.

A virtual universe depends on a coordinate system to create anchorpoints where avatars and objects may be located for purposes ofrendering the avatars and objects to each user's computer. Coordinatesare two or more units that define a position in a virtual universe. Thecoordinates may be a Cartesian set of points that define planes andaltitudes, however, global coordinates are also known to be used.Typically, an object has a location referenced by a triplet of numbers,and optionally a region or other descriptor of a subset of space withinthe virtual universe.

In addition to a location, proper rendering of an object or avatar maydepend on an orientation or attitude of the object or avatar. Anattitude is an overall orientation of an object or avatar in relation toa plane or a vector. For example, an attitude may be based on a numberof degrees that an object is offset from a positive direction along acoordinate axis. For virtual universes that form analogs to a realworld, north and south compass points may correspond to a positivedirection along a first axis and a negative direction along the axis.East and west may be represented in a similar manner, along a secondaxis perpendicular to the first axis. A third axis may correspond toheight. Attitudes may also include offsets of inclination above a plane.

Some virtual universes are organized to present an avatar within a threedimensional environment. Such virtual universes may provide a “firstperson point of view.” Within a first person point of view, a clientcomputer renders scenery to a two dimensional screen to produce a threedimensional illusion or effect. An example of a three dimensionalillusion includes diminishing the size of an object as the objectbecomes relatively distant from the avatar's position in the virtualworld. Another example of a three dimensional illusion is displaying anearer object as obscuring a more distant object. Each of theseillusions is controlled by rendering rules. Rendering rules are a set ofrules or steps that a client computer executes to display thetwo-dimensional image such that the display provides impressions ofdepth that users expect to see in real life scenery.

Many virtual universes provide a user a teleport feature that permits auser to change an avatar location. The changed location causes aperspective of the avatar to change, and thus changes a screen image ofthe virtual universe. The perspective may cause objects to be renderedto show the objects at different orientations and distances from theavatar. The perspective may cause formerly rendered objects to beobscured by other objects. Likewise, the perspective may cause formerlyrendered objects to be so distant that the objects are not rendered inthe second perspective. In this case, a client computer renders a newset of objects to the user's computer display screen.

FIGS. 1A and 1B show a teleportation which results in objects beingpositioned at different orientations and distances relative to theavatar. An avatar 101 at a first location has a first perspectivebounded by left side 103 and right side 105. Left side 103 maycorrespond to a left-most edge of a window, display, or other limitationon a user's client computer. Similarly, right side 105 may correspond toa right-most edge of a window, display, or other limitation on a user'sclient computer. Between left side 103 and right side 105, some objectsmay be located. To the extent that rules of rendering are met(atmospheric effects and intervening surfaces), a client computer maydisplay two objects which represent aspects of cube 107 and sphere 109.

FIG. 1B shows the effect of teleportation or other movement from aformer location 110 to teleported location 111. The avatar now sees cube107 nearby obscuring sphere 109. The avatar's perspective changesbecause the location and attitude of the avatar change.

Teleporting permits a user to see much of a virtual world quickly.Unfortunately, the user may have no graphical data concerning a pastteleport source location. As a result, the user may not adequatelyunderstand the content of virtual objects near to a prior location.

Thus, a need exists to provide a user with better visual indications ofpast presence, or future predictions of presence, at a location in avirtual universe.

SUMMARY

The present invention provides a computer implemented method andapparatus to project a projected avatar associated with an avatar in avirtual universe. A computer receives a command to project the avatar,the command having a projection point. The computer transmits a requestto place a projected avatar at the projection point to a virtualuniverse host. The computer renders a tab associated with the projectedavatar.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

The novel features believed characteristic of the invention are setforth in the appended claims. The invention itself, however, as well asa preferred mode of use, further objectives and advantages thereof, willbest be understood by reference to the following detailed description ofan illustrative embodiment when read in conjunction with theaccompanying drawings, wherein:

FIGS. 1A and 1B are top-down views of three dimensional perspectives ofobjects in a virtual universe in accordance with an illustrativeembodiment of the invention;

FIG. 2 is a data processing system in accordance with an illustrativeembodiment of the invention;

FIG. 3 is a diagram of a client computer interacting with computershosting virtual universe engines in accordance with an illustrativeembodiment of the invention;

FIGS. 4A and 4B show a first embodiment user interface and secondembodiment user interface, respectively, in accordance with illustrativeembodiments of the invention;

FIG. 5 shows a data representation of movement history of an avatar inaccordance with an illustrative embodiment of the invention;

FIGS. 6A and 6B is a flowchart of steps to teleport an avatar inaccordance with an illustrative embodiment of the invention;

FIG. 7A shows a sequence of locations appearing in a set ofuser-controls in accordance with an illustrative embodiment of theinvention;

FIG. 7B shows an alternative illustrative embodiment of a graphical userinterface in accordance with an illustrative embodiment of theinvention;

FIG. 8A shows a list of categories or keywords that may correspond tolocation options in accordance with an illustrative embodiment of theinvention;

FIG. 8B shows an alternative user interface to receive user preferencesthrough the entry of a biography, in accordance with an illustrativeembodiment of the invention;

FIG. 8C shows a set of user preferences for establishing weights from agroup of predictor influences in accordance with an illustrativeembodiment of the invention;

FIG. 9A shows an avatar and three projected avatars in accordance withan illustrative embodiment of the invention;

FIG. 9B shows a queue of projected avatar locations stored within acomputer in accordance with an illustrative embodiment of the invention;

FIG. 10 is a flowchart of a virtual universe host swapping an avatarwith an associated projected avatar;

FIG. 11 is a flowchart of steps that may be performed on a clientcomputer in accordance with an illustrative embodiment of the invention;and

FIG. 12 is a flowchart of steps to annihilate a projected avatar inaccordance with an illustrative embodiment of the invention.

DETAILED DESCRIPTION

With reference now to the figures and in particular with reference toFIG. 2, a block diagram of a data processing system is shown in whichaspects of an illustrative embodiment may be implemented. Dataprocessing system 200 is an example of a computer, in which code orinstructions implementing the processes of the present invention may belocated. In the depicted example, data processing system 200 employs ahub architecture including a north bridge and memory controller hub(NB/MCH) 202 and a south bridge and input/output (I/O) controller hub(SB/ICH) 204. Processor 206, main memory 208, and graphics processor 210connect to north bridge and memory controller hub 202. Graphicsprocessor 210 may connect to the NB/MCH through an accelerated graphicsport (AGP), for example.

In the depicted example, local area network (LAN) adapter 212 connectsto south bridge and I/O controller hub 204 and each of audio adapter216, keyboard and mouse adapter 220, modem 222, read only memory (ROM)224, hard disk drive (HDD) 226, CD-ROM drive 230, universal serial bus(USB) ports and other communications ports 232, and PCI/PCIe devices 234connect to south bridge and I/O controller hub 204 through one of bus238 and bus 240. PCI/PCIe devices may include, for example, Ethernetadapters, add-in cards, and PC cards for notebook computers. PCI uses acard bus controller, while PCIe does not. ROM 224 may be, for example, aflash binary input/output system (BIOS). Hard disk drive 226 and CD-ROMdrive 230 may use, for example, an integrated drive electronics (IDE) orserial advanced technology attachment (SATA) interface. A super I/O(SIO) device 236 may be connected to south bridge and I/O controller hub204.

An operating system runs on processor 206 and coordinates and providescontrol of various components within data processing system 200 in FIG.2. The operating system may be a commercially available operating systemsuch as Microsoft® Windows® XP. Microsoft and Windows are trademarks ofMicrosoft Corporation in the United States, other countries, or both. Anobject oriented programming system, such as the Java™ programmingsystem, may run in conjunction with the operating system and providescalls to the operating system from Java™ programs or applicationsexecuting on data processing system 200. Java™ is a trademark of SunMicrosystems, Inc. in the United States, other countries, or both.

Instructions for the operating system, the object-oriented programmingsystem, and applications or programs are located on storage devices,such as hard disk drive 226, and may be loaded into main memory 208 forexecution by processor 206. The processes of the present invention canbe performed by processor 206 using computer implemented instructions,which may be located in a memory such as, for example, main memory 208,read only memory 224, or in one or more peripheral devices.

Those of ordinary skill in the art will appreciate that the hardware inFIG. 2 may vary depending on the implementation. Other internal hardwareor peripheral devices, such as flash memory, equivalent non-volatilememory, and the like, may be used in addition to or in place of thehardware depicted in FIG. 2. In addition, the processes of theillustrative embodiments may be applied to a multiprocessor dataprocessing system.

In some illustrative examples, data processing system 200 may be apersonal digital assistant (PDA), which is configured with flash memoryto provide non-volatile memory for storing operating system files and/oruser-generated data. A bus system may be comprised of one or more buses,such as a system bus, an I/O bus and a PCI bus. Of course the bus systemmay be implemented using any type of communications fabric orarchitecture that provides for a transfer of data between differentcomponents or devices attached to the fabric or architecture. Acommunication unit may include one or more devices used to transmit andreceive data, such as a modem or a network adapter. A memory may be, forexample, main memory 208 or a cache such as found in north bridge andmemory controller hub 202. A processing unit may include one or moreprocessors or CPUs. The depicted example in FIG. 2 is not meant to implyarchitectural limitations. For example, data processing system 200 alsomay be a tablet computer, laptop computer, or telephone device inaddition to taking the form of a PDA.

The aspects of the illustrative embodiments provide a computerimplemented method, apparatus, and computer usable program code formaking persistently visible representations of one or more viewports ofa virtual universe. For example, upon teleporting to a new location, anew tab may be added at the periphery of a viewport window. The tab canbe configured to show an image of the associated viewport, as well asrespond to a pointer selection. Consequently, a user may quickly assesssome of the contents or purpose of a virtual universe environmentdepicted by a viewport that is reached through selection of the tab.Further aspects permit predicting locations in a virtual universe that auser may wish to teleport her avatar to. The illustrative embodimentsmay receive a user input and move an avatar's position accordingly byteleportation. In addition, some user-controls may expire and be removedafter a sufficient latency period.

FIG. 3 shows a client computer interacting with computers hosting avirtual universe engine in accordance with an illustrative embodiment ofthe invention. Client computer 300 supports executing software,including virtual universe client 305. Virtual universe client 305provides communication and rendering functions that are common tovirtual universes made by different sources. The client computer 300 maybe, for example, data processing system 200 of FIG. 2. The clientcomputer 300 may be one of many that interconnect to one or more virtualuniverses over network 350. Network 350 may be, for example, an ad hocnetwork or the Internet, among other networks.

In addition to virtual universe client 305, the client computer 300 mayalso run a client plug-in software. The client plug-in exchanges datawith the virtual universe client 305 and provides extended features tothe operation of virtual universe client 305. A client plug-in mayprovide a feature that corresponds with a feature supported in a virtualuniverse engine. For example, a virtual universe provider may want toprovide real-time voice exchanges between a virtual universe and avirtual universe client. A plug-in for that virtual universe may providecomputer instructions to a processor in order to assemble packets andprovide routines to handle delay and jitter in packet transmission.Again, a processor for virtual universe host 310 may be as described byprocessor 206 of FIG. 2. Thus, client plug-in virtual universe engine 1301 may support functionality of a virtual universe engine 1 shown asvirtual universe engine 1 instance 1 311. Additional client plug-ins,for example, client plug-in virtual universe engine 2 302 may beprovided for additional virtual universes.

Virtual universe engine 1 instance 1 311 interacts with supportingdatabases. Each database may record data in a permanent storage of theprocessing system, for example, a hard drive such as hard disk drive 226of FIG. 2. Thus, an authentication database, for example, authenticationdatabase 1 313 may permit proper admission of a client computer toconnect to features of virtual universe engine instance 311. Inaddition, any inventories associated with each avatar may be looked up,modified, and otherwise manipulated within inventory database 1 315. Insimilar fashion, content database 317 may be accessed to provide dataconcerning textures and shading to be applied to surfaces of virtualuniverse objects.

The example network environment shown here includes second virtualuniverse host 320, which may be as described by processor 206 of FIG. 2.Thus, client plug-in virtual universe engine 1 instance 2 321 maysupport functionality of a virtual universe engine 1 shown as virtualuniverse engine 1 instance 2 321. Like virtual universe host 310, secondvirtual universe host 320 provides authentication database 2 323,inventory database 2 325, and content database 2 327. However, thedatabases of virtual universe host 320 may be under a separate authorityand require authentication credentials and processes different thanthose credentials in use at virtual universe host 310.

FIG. 4A shows a first embodiment user interface in accordance with anillustrative embodiment of the invention. A client computer renderswindow 401 to a user via a computer display. A computer display is animaging panel that provides color or monochrome images. A computerdisplay may be, for example, LCD panels, cathode ray tubes, organiclight emitting diode arrays, or any other visible imaging system. Theillustrative FIG. 4A depicts a window with a scroll bar, a status barand windows management buttons. However, it is appreciated that a windowmay alternatively provide access to such functionality via, for example,menus and the like. Consequently, peripheral controls may be reduced tosome extent in alternate embodiments of the invention. As explainedabove, the client computer may be an instance of data processing system200 of FIG. 2.

Within window 401, the client computer displays a full view 403 with anassociated tab 405. A display may receive a graphics signal by virtue ofconnection to graphics processor 210 of FIG. 2. The client computer maydisplay second tab 411. Tabs 405 and 411 are located in tab selectionarea 420. The client computer displays a scene based on at least onecoordinate and an attitude. The coordinates and attitude correspond tothe location of the avatar in the virtual universe and relativepositions of objects in relation to the avatar. In addition,display-rendered shading and any sky or other textures may depend on theorientation of the avatar as established by the attitude of the avatar.

Color effects in the tabs can provide a user with a visual indication ofmovement history. In other words, the tab associated with visible fullview 403 shows a color that is the same as a color visible within thefull view 403. Similarly, tab 411 shows a color associated with a formerlocation of the avatar, for example, a teleportation source location. Aclient computer may color tab 405 to be similar to a visible surface ofan object representative of the full view as an aid to futurenavigation. For example, tab 405 may be rendered to have a color incommon with sphere 109 as rendered for a perspective depicted in FIG.1B. The scene rendered in full view 403 corresponds with the view shownin, for example, FIG. 1A, to the extent that cube 107 is positioned tothe left of sphere 109. Thus, a viewport is the two-dimensionalrepresentation of objects in the virtual world from a perspective of theavatar. A perspective is the combination of the avatar location andattitude. In addition, a perspective may be modified by a stance of theavatar. The viewport may include menus, controls, and messagesassociated with the viewport to provide information pertaining to thecontents of the viewport and to allow user actions upon the viewport.

FIG. 4B shows a second embodiment user interface in accordance with anillustrative embodiment of the invention. Like the view full view port403 of FIG. 4A, FIG. 4B shows window 450 that includes full view 453.However, in contrast to FIG. 4A, tab 455 also shows a miniature image ofthe full view or a portion of the full view. A tab and objects or colorsdisplayed within the tab are persistent in the sense that the clientcomputer may prevent additional viewports, pop-ups, dialogs and the likefrom obscuring the tab, to the extent such additional viewports, pop-upsand dialogs are controlled by a virtual universe client or plug-in. Suchtabs are located in tab selection area 460.

The client computer similarly displays tab 461. Tab 461 includes aminiature image of a full view that is obscured by full view 453. Inother words, the display of full view 453 takes precedence over thedisplay of a full view that corresponds with tab 461. For example, tab461 can include a miniature image of a full view for the scene of FIG.1B. A miniature image is an image that has a dimension smaller than acorresponding full view associated with the miniature image, such as tofit within a tab selection area. Tab selection area 460 is a zone withinwindow 450 where tabs may be placed. The zone is substantially narrowerin a height dimension as compared to a dimension of a corresponding fullview. The miniature image may be a static snapshot from a point in time,a periodically updated static snapshot at specific points in time, or amoving image updated continually. A tab is a generally rectangular areadisplayed adjacent to a full view. The presence of a thin band ofintervening or contrasting pixels does not cause a rectangular area tocease to be adjacent to a viewport.

A tab may correspond to executable code that, when running on amicroprocessor, detects a pointer device activity that maps to thepixels or other geometry within the tab. Consequently, a mouse click ona tab may be used to request that a client computer completely display aviewport associated with the tab.

Objects, such as cube 107 of FIG. 1 are geometric shapes defined withinthe virtual world to have at least one surface. An object may be, forexample, a Euclidean solid as represented in the virtual world. Acomplex object may be made by stretching, intersecting and otherwisecombining solids together. Thus, an object may be comprised of severalsub-objects. Some virtual universes compose objects from one or morefaces of a polygon. Thus, cube 107 of FIG. 1 may be composed of sixsquare polygons. More complex figures may be created by combining manyrelatively small polygons into a polygon mesh.

Ultimately, a virtual universe is the collection of all objects of thevirtual universe and the locations, if any, associated with the objects.A virtual universe may include additional attributes, such asassociating objects with textures and sounds, as well as rules underwhich real-world physics are simulated or modified.

FIG. 5 shows data representation 500 of a movement history of an avatarin accordance with an illustrative embodiment of the invention. Eachrecord within the data may be represented by a row underneath the columnheadings 501. Each row may include details concerning a viewport. Forexample, row 511 may comprise coordinates (300,400), a regioncorresponding to “Chient,” and an attitude of 180 degrees in relation toreference vector in the virtual world. Each row may correspond to aviewport having a visible aspect displayed in a tab in a window, forexample, window 401 of FIG. 4A. Tabs may be arranged sequentially leftto right in the order that the associated viewport was first visited bythe avatar. Thus, an earliest viewport rendered to the window may be theviewport corresponding to row 511.

Similarly, a second tab may correspond to a viewport that was visitedsecond in time after the viewport associated with row 511. Thesecond-in-time viewport may be associated with row 512. Thus, thecoordinates visited second in time are (100,200).

FIG. 6A is a flowchart of steps to teleport an avatar in accordance withan illustrative embodiment of the invention. Initially, a user loggingin to a virtual universe on a client computer may select a startinglocation in the virtual universe. Consequently, a client computer mayreceive a user choice of coordinates and attitude (step 601). A user mayaccept a default location or other starting point that is offered by avirtual universe host computer, such as, for example, host computer 310of FIG. 3. Next, the client computer renders a viewport and first tabcorresponding to the user choice (step 603). A user may select a secondcoordinate or coordinates and a second attitude. In response to thesecond coordinate selection, the client computer may render a second tab(step 604). Each tab may support a user selection such as hovering orclicking a mouse pointer located within the tab.

Next, the client computer may periodically check to determine whetheruser input is received (step 605). If the client computer receives nouser input, then the client computer renders any environment changesthat occur within applicable zone of an active viewport (step 611). Suchenvironment changes occur, for example, when objects are added to thezone, or when avatars or other objects move within the zone. As anotherexample, the environment may change when illumination or sky changeswithin the zone.

If the client computer detects a user input, then the client computerdetermines whether a user selection of a second tab occurred (step 607).As explained above, tabs may be located along a boundary of a viewport.If the user does not select a second tab, the client computer rendersany changes responsive to coordinates or attitude changes requested bythe user (step 613). Otherwise, the client computer renders a viewportbased on a second coordinate and second attitude corresponding to thesecond tab (step 619). The second coordinate is sufficiently distantfrom the first coordinate, in relation to objects within the zone, thatthe perspective from the second coordinate is distinct from theperspective associated with the first viewport. To be distinct, aperspective so differs from a previous perspective that a user would notconfuse a teleportation jump with movement made by walking, flying, orother continuous movements of the avatar.

In addition to the rendering step 619, aspects of the avatar areteleported to optionally permit viewing of the avatar by third partyusers. The client computer may register the avatar as associated withthe second coordinate and the second attitude (step 621). Registeringmay mean that the client computer sends a signal to a virtual universehost indicating that a teleportation has occurred such that the avataroccupies a location defined by the second coordinate and secondattitude. Registering may also include any confirmation from the virtualuniverse host directed to the client computer. A registration mayindicate that no collisions or other inconsistency occurred between theavatar and objects hosted by the virtual universe host. Suchregistration confirms that the teleportation has completed successfully.If a virtual host detects that an object occupies a target location of ateleportation, the virtual host may offset the target location enough soas to avoid any conflict by the object and the avatar. By so doing, thevirtual host may place the avatar next to the object. Steps 619 and 621may be performed in any order.

The second coordinates and second attitude of step 619 may be in aregion different from the region for the coordinates and attitude ofstep 601. A region is a volume in the virtual universe served by one ofseveral processors. Such processors may divide the task of the virtualuniverse engine at virtual universe host 310 of FIG. 3.

Responsive to the avatar being associated with the second coordinate,the client computer may render a miniature image in a first tab. Theminiature image is based on the viewport image or current view from thefirst location associated with the first viewport. Thus, the clientcomputer can make the state of the viewport visible as a persistenthistory of teleportation movement. Nevertheless, a step of rendering theminiature image may occur as part of the rendering step 603.

An illustrative embodiment of the present invention may also remove anassociation of the avatar with a first coordinate as part of step 621registering. Removing the association may entail the client computertransmitting a message to a corresponding virtual universe host suchthat the virtual universe host no longer stores a coordinate inassociation with the current avatar position. The virtual universe hostmay respond by deleting or otherwise unallocating memory storage relatedto the first coordinate.

In addition to using the tabs, the history of teleports may be navigatedthrough keystrokes at the client computer. For example, a user may entera backspace or left arrow key to navigate an avatar to a previouslocation. This action permits the displayed perspective to change, andmay make a former tab and viewport active on screen. Similarly, anotherkeystroke command may be used to navigate to a location that had beenreached after visiting the most recently teleported location. Forexample, if the user had resumed navigation by navigating ‘back’ to theviewport associated with location in row 511 of FIG. 5, the forwardnavigation keystroke may cause a selection of the location described inrow 512 of FIG. 5. This navigation sequence occurs by the methoddescribed above because row 512 is sequentially next after row 511 byvirtue of row 511 being the source of a teleportation made earlier intime to the location corresponding to row 512. It is appreciated that akeystroke or keystroke command may be a combination of keys struck on akeyboard wherein keys are depressed during a common interval of time, orwherein keys are depressed in sequence. Similarly, other input devicesmay be used, such as mouse scroll wheels, or mouse buttons, or mouse,trackball, or other device gestures.

FIG. 6B shows a continuation of the steps of FIG. 6A, in accordance withan illustrative embodiment of the invention. A user may desire to set acondition to cause a host computer to inform the user of a changedcondition related to a location at a teleportation source. Thus, theclient computer determines whether a user set a condition to cause anevent signal to be sent based on changes associated with a viewportassociated with the location (step 650). Provided the user does not seta condition, processing terminates.

On the other hand, if the user sets a condition, the client computersends the condition description to virtual universe host (step 655). Acondition may be, for example, the detection of a chatting avatar withina distance of the location associated with the viewport. A conditiondescription may be based on a user-entered description such as, “informme when an avatar chats.” An event is a signal sent from the hostcomputer indicating the nature of the condition. A condition may be truethat an avatar chats nearby to the location. In addition, the hostcomputer may report further details, such as, the name of the chattingavatar and which of the viewports or tabs is associated with the event.

Next, the client computer may continuously test for whether it hasreceived an event based on the condition (step 657). Absent receivingthe event, the computer returns to step 657. If the outcome to step 657is true, then the client computer displays a message to the user (step659). The message may be, for example, “Powder Grut is chatting atlocation referenced by tab 3.” Processing terminates thereafter.

An alternative to step 659 may include a virtual universe sendingdetails concerning a scene corresponding to the location of a viewport.The virtual universe can send such details as part of coordinating ateleport of the avatar to the location associated with the event. Theclient computer can receive such details, and accordingly render theviewport associated with the location of the event. The coordinatedteleportation in association with satisfying a user-established event iscalled a “flip.” “Flipping” describes the automatic rendering in theclient computer of a viewport associated with the event. A user mayselect this alternative to step 659 when the user sets a condition atstep 650. In addition, the user may also indicate a preference to flipin addition to the client computer performing step 659.

A user may establish a number of user preferences that permit a virtualuniverse host to determine a list of locations and/or events that aresuited to the user's tastes. In addition, a virtual universe host mayestablish predictions on the basis of teleportation destinations ofother users, even users similar to the particular user. Each eventlocation and the degree that it satisfies user preferences is weightedin applicable categories and summed. The sum applicable to the locationis then compared to sums applicable to other locations.

Each event's location, and locations related to the user, may beweighted in accordance with a user's preferences and event scheduling topermit the virtual universe host to list events in rank order. Thevirtual universe host may be, for example, virtual universe host 310 ofFIG. 3. Each location that satisfies a criterion may form a prediction.A prediction is a value assigned to a location which is based on a userpreference. A prediction may be associated with a user's likelihood ofmaking a future location selection as a destination for teleportation.

A user responds to a prediction by providing instructions through a userinterface. The user interacts with a user interface by providing inputsor instructions. An instruction is a signal received by a computer basedon a user selecting a user-control with a mouse, keyboard or other userinput device. An instruction may correspond to a user-control.

FIG. 7A shows a sequence of locations appearing in a set ofuser-controls in accordance with an illustrative embodiment of theinvention. User-controls are a part of graphical user interface 700.Each user-control may correspond to a prediction. User-control 701 ismarked “home.” FIG. 7A shows the user-controls as tabs. User-controlsmay alternatively be, for example, a button, a menu item, or any othergraphical user interface. A client computer displaying suchuser-controls may receive an instruction from a user corresponding tothe user-control. For example, a user may click a mouse while a cursorpoints to user-control 703 marked “middleware apps event.” The clientcomputer may transmit a message to a virtual universe host thatindicates the user selected a location related to the “middleware appsevent.” The virtual universe host may, in response, teleport the avatarof the user to the location associated with user-control 703.

FIG. 7B shows an alternative illustrative embodiment of graphical userinterface 750 in accordance with an illustrative embodiment of theinvention. Like the graphical user interface 700 in FIG. 7A, graphicaluser interface 750 exposes a set of user-controls to serve as targetsfor mouse inputs or other user inputs. In this case, the user-controlsare menu items 751 on a menu. Menu items 751 and other controls may beaccessed by using keyboard shortcuts.

FIG. 7B shows a name associated with an event or a location in a virtualuniverse. Each name is presented as a prediction. The meaning andpurpose for visiting each location may be amplified by an attendantteleportation rationale. A teleportation rationale is a value thevirtual universe host assigns each location that corresponds with aprediction. Ordinarily, the teleportation rationale assigned to a firstprediction will vary from a teleportation rationale assigned to a secondprediction. Consequently, the teleportation rationale may serve as abasis to order the user-controls in a sequence from highest likelihoodof user selection to lowest likelihood of user selection.

A teleportation rationale may be supported by a user-languageexplanation of the basis for the priority of the location in the list ofpredictions. For example, location 755, “buddies' rally” has auser-language explanation or textual explanation of “30% of your socialnetwork is there.” Such an explanation may rely upon a user'saffiliation with operators of other avatars to determine that 30% of theuser's peers have teleported to the location, or are within a tolerancedistance from the location. Consequently, the client computer mayprovide indicia corresponding to the teleportation rationale proximateto the first user-control. Indicia is a graphical or textual indicatorof the desirability of an event and associated location to be targetedby teleportation. By ‘proximate’ it is meant that a textual explanationor other visual explanation of desirability of the location is placednear or within the applicable user-control. In this case, the indiciaappears within a mouse-hovering caption as textual explanation 757. Theclient computer may display the mouse-hovering caption when the pointeris placed over the applicable user-control, which is “buddies' rally”755, in this example. Accordingly, textual explanation 757 “30% of yoursocial network is there” is displayed by client computer to assist auser in making a choice of a future location selection.

Menu items 751 may also incorporate a set of user-controls used tocollect or receive one or more user preferences. User preferences areinputs by a user that indicate criteria for including, weighting,excluding, or otherwise sorting one or more locations for the purpose ofoffering such locations as predictions. Menu items 751 provide one wayfor a virtual universe host to collect locations or criteria that a userdesires to exclude from predictions. As an example, a user may not beinterested in “middleware apps event” 759. Consequently, a user mayclick a mouse to select opt-out control 753 or check-box adjacent touser-control 759 “middleware apps event.” The algorithm for weightinglocations is described further below.

In addition to text, an indicia may include numeric text. For example,the client computer may determine that among the 10 people that arepeers to the user, 3 of those peers have moved their avatars to thelocation that the client computer offers as a prediction. The indiciamay also be numeric text, which may be an estimate of probabilityassigned to the teleportation rationale.

Still a further alternative indicia may be a bar having a lengthcorresponding to a calculated likelihood of a user selection. A bar isany graphic image that may be used as an indicator for a bar graph. Acalculated likelihood of a user selection is a value assigned to alocation on the basis of one or more user preferences. Accordingly, auser may quickly focus on a pair of options rated 40% and 50%, anddiscount a pair of options rated 3% and 7%, on the basis of the clientcomputer displaying a bar at or near each user-control. Thus, each barmay have a length that corresponds to a percentage.

The method for receiving user preferences is shown with respect to FIGS.8A-8C. In addition, the user preferences thereby collected supportcalculations of likelihood of user selection with respect to one or morelocations. A calculation of likelihood of user selection is explainedfurther below.

FIG. 8A shows a list of categories or keywords that may correspond tolocations in accordance with an illustrative embodiment of theinvention. A client computer may offer user interface 800 in response toa user indicating a desire to enter or update criteria used in rankingthe locations. For example, a user has selected keyword 801,“middleware.” The choice of middleware is received by the virtualuniverse host and established among a list of keywords associated withthe user. Keywords left unchecked, for example keyword 805, “college,”may not influence a virtual universe host in establishing the list ofkeywords associated with the user.

FIG. 8B shows an alternative user interface to receive user preferencesthrough the entry of biography 821, in accordance with an illustrativeembodiment of the invention. Each word that a user enters in biography821 may be added to a list of keywords associated with the user.

FIG. 8C shows a set of user preferences for establishing weights from agroup of predictor influences in accordance with an illustrativeembodiment of the invention. Since there are several categories ofinfluences that may help predict a user selection among predictions, auser may be able to provide further guidance by applying weightingfactors to each category or class of influences. One class of influencesmay be a history of a user's teleport destination that corresponds to auser's previous choice when the user's avatar is at or near a currentlocation. A user who wishes to avoid being presented predictions along asequence of teleportations may accordingly weight “based on my previousteleportation” low, as in this example, a weight of 10%. The user entersher preference by entering a value corresponding with input field 833labeled, “based on my previous teleportation.” The same user may placeparticular emphasis on receiving predictions on the basis of eventscorresponding to keywords provided in a user's biography and otherpreferences. In this example, the user applies a 40% weight to inputfield 831 labeled, “events.” Accordingly, a weighting algorithm mayplace a fourfold weight to events as compared to the category ofprevious teleportations.

The list of FIG. 8C is not intended to be comprehensive, but merelyillustrates an example of many categories that may be assigneduser-selected preferences or weights. In addition, the sum of theweights need not necessarily add up to 100%. The list provides a userthe ability to assign different values in accordance with the user'sindividual tastes.

A calculated likelihood of a user selection is a numeric estimate of auser's inclination to select an event or location based on a user'saffinities for various subjects. An affinity may be a user preferenceentered to a dialog box or window such as shown in FIGS. 8A-8C. Anaffinity may be a user's indication of an avatar or a user that the userconsiders her buddy. A base calculated likelihood of user selection is acalculated likelihood of user selection unmodified by a weight. A weightis an emphasis on a category or class of events or locations that a userestablishes with relation to the category or class. A weight operates asa factor when establishing a calculated likelihood of a user selectionto an event or location. Applying a weight or a base calculation of userselection (described below) permits the user entries in FIG. 8C toelevate events of a first category as compared to events of a secondcategory.

A first example of a weight is a historical teleportation weight. Abiographical weight is a weight that a user assigns to factor theinfluence of her biographical words when calculating a likelihood of auser selection. A historical teleportation weight is a weight that auser assigns her previous teleportations when estimating herteleportation choices through a calculation of a likelihood of userselection. Popular among peers field 835 is set to a weight such that auser assigns a factor to buddy locations as an influence to calculatinga likelihood of user selection.

A first base calculated likelihood of user selection for an event titled“miniature-golf middleware” may satisfy two keywords (see FIGS. 8A and8B). The base likelihood may be the sum from 1 to X of 1/(2X), where ‘X’represents the number of user preference keywords that match eventwords. Input field 831, set to a 40% weight, may operate as a weight toapply to event keyword influences. Similarly, a second base calculatedlikelihood of a user selection associated with a gathering of a user'speers may be calculated. Such a calculation may be based on the numberof peers at or near a location divided by the total number of peers.Thus, the calculated likelihood of user selection of atwo-keyword-matched-event may be 0.75*(½+¼), and the calculatedlikelihood of user selection of the 10 of 10 peers at a location may be1.00. Input field 832, set to a 35% weight, may operate as a weight toapply to buddy location influences. In accordance with the weights of40% and 35% of FIG. 8C, the first calculated likelihood of userselection is 0.30, and the second calculated likelihood of userselection is 0.35, respectively.

In addition, a user may have made ten teleportations to ten differentlocations from the avatar's current position. Accordingly, the basecalculated likelihood of user selection could be 0.10 for each locationon the basis of a calculation based on a count of times teleported to alocation divided by a total times teleported from a departure point orsource. The third calculated likelihood of user selection can then bethe product of 0.10 and the 10% (see input field 833 of FIG. 8C), or0.01.

In addition to serving as a basis to order user-controls, eachcalculated likelihood of user selection may also operate as a criterionfor removing a viewport or a user-control. For example, in theembodiment shown in FIG. 7A, a tab having a calculated likelihood ofuser selection of 0.05 may be presented for 5 seconds. As a secondexample, a tab having a calculated likelihood of user selection of 0.50may be removed after 50 seconds. In other words, a timeout may expire aperiod after the corresponding user-control is first rendered. Thus, acriterion may be “has X*100 seconds expired after the rendering of theuser-control,” where ‘X’ is the calculated likelihood of user selectionassociated with the user-control. According to the second example above,a virtual universe client computer may render a tab. Then, the virtualuniverse client may time 50 seconds. Finally, the virtual universeclient may remove the tab.

A user may prefer to avoid avatar teleportation to an identicaldestination of like-minded users in the virtual universe. Consequently,a user may prefer to establish a preference that a teleportation to alocation of the event be to a location offset from the event location.For example, a user may enter a preference to teleport to events at alocation 10 meters north of the event location. Accordingly, a virtualuniverse host may teleport the avatar to the location 10 meters north ofa selected event location, or as near as possible to satisfy a physicsrule that prohibits collisions or objects occupying the same volume.

The aspects of the illustrative embodiments permit a user to establishcriteria or influences to predict navigation in a virtual universe. Theuser may be presented events or locations based on a degree ofcorrelation between a user's expressed affinity for subjects and theevent or location. Accordingly, a user is presented user-controls topermit teleportation to the predicted user selections. Moreover, theuser selections may be presented in an order of a user's likelyselection.

The aspects of the illustrative embodiments support a computerimplemented method, apparatus, and computer usable program code forpositioning projected avatars within a virtual universe. An aspect ofthe illustrative embodiments may permit a user to exchange a location ofa user's avatar with the location of one or more projected avatars.

FIG. 9A shows an avatar and three projected avatars in accordance withan illustrative embodiment of the invention. A user may position avatar910 at a location south of cube 907 and sphere 909 in a virtualuniverse. The user may select additional locations in the virtualuniverse where the user likes to place an image similar to the avatar. Aprojected avatar is an object that is a copy of the geometry of anassociated avatar. Unlike the associated avatar, the projected avatarmay occupy a different location, have a different attitude and/or, havea different rendering effect applied to the surfaces of the associatedavatar. The user has positioned projected avatar 911 to the west of thecube and sphere. The user has placed projected avatar 912 to the northof the cube and sphere. The user has placed projected avatar 913 to theeast of the cube and sphere.

The user may place each projected avatar by input of a command to aclient computer. The command may be a command to project the avatar. Acommand to project an avatar is a command made to a client computer orto a virtual universe host to project a copy of a user's avatar at alocation distinct from the location of the avatar. Each projectedavatar, projected avatar 911, projected avatar 912 and projected avatar913 is located at respective projection points. A projection point is alocation that a projected avatar is first placed, or to which theprojected avatar is moved. The projection points may be labeled locationA, location B, and location C.

A client computer that receives a command to project the avatar maytransmit a request to place the projected avatar at the projection pointto a virtual universe host. The request may optionally include data thatindicates that the virtual universe host should apply physics to theprojected avatar. Applying physics means that the virtual universe hostprohibits a solid object from occupying the same space as the projectedavatar. Applying physics may mean that other physical properties aresimulated, such as, for example, gravity, the effects of momentum,aerodynamics, and the like. Next, the client computer may render a tabassociated with the projected avatar. The tab may be, for example, tab461 of FIG. 4B. In addition, the client computer may render otheraspects of a viewport associated with the projection point, for example,a perspective view of the virtual universe from the vantage of theprojected avatar.

Upon receiving the request to place the projected avatar at a projectionpoint, the virtual universe host may associate the avatar with theprojection point. In some instances, a user may choose to place theprojected avatar at a location offset from the event location or otherlocation. The user may choose a preferred offset from a projection pointto place the projected avatar at a position 10 meters north of theactual event location. A user may choose this option in response tobeing presented predicted teleportation locations. The projected avatarmay accordingly avoid being placed in a high traffic area, as may happenin case the event location is associated with a popular event.

The virtual universe host may apply a rendering effect to each projectedavatar. The rendering effect is a lighting or coloring effect thataffects how the virtual universe host or a client computer controlssimulated rays of light falling on the projected avatar surfacespresented in client computer. The rendering effect is distinct from arendering effect applied to the avatar from which the projected avataris copied. For example, the rendering effect may be a reduction in thecolor saturation of each surface of the projected avatar. As a secondexample, the rendering effect may be an increase in the translucency ofsurfaces in the projected avatar as compared to the translucency ofsurfaces of the associated avatar. Still another rendering effect may beto reduce contrast or shadowing present on the surfaces of the projectedavatar. The rendering effect to be applied on projected avatars may beselected by a virtual universe operator so that a consistent scheme iscreated. Consequently, each user of a client computer may be able todistinguish whether an object rendered to her display is an avatar, or aprojection of an avatar.

With each creation of a projected avatar, the virtual universe host mayassign the rendering effect scheme to the projected avatar. Accordingly,for each client computer that renders a viewport that contains theprojected avatar, the virtual universe host may transmit to a clientcomputer the type of rendering effect scheme.

FIG. 9B shows a queue of projected avatar locations stored within acomputer in accordance with an illustrative embodiment of the invention.Queue 950 may serve to rank each projected avatar location as acandidate to swap or exchange places with a user's avatar. When a userswaps her avatar with a projected avatar, the user teleports the avatarto the projected avatar's position and replaces the avatar with aprojected avatar. The computer may be client computer 300 of FIG. 3, orvirtual universe host 310 of FIG. 3. Head of queue 951 is occupied bylocation B. Middle of queue 952 is occupied by location C. Tail of queue953 is occupied by location D. Location B, location C and location D arethe locations of projected avatar 911, projected avatar 912, andprojected avatar 913 of FIG. 9A, respectively. The order of thelocations in the queue may be in the order that a user created theprojected avatars. Moreover, a projected avatar takes a position at thetail of the queue at about the time that the projected avatar isswapped. Each queue position may include associated avatar uniqueidentifier 960, and associated projected avatar unique identifier 970.Because the projected avatars are associated with the same avatar, anidentical avatar unique identifier appears in the avatar field of eachqueue position.

A user may initiate a swapping of avatar and projected avatar positionsin the virtual universe. The user may initiate swapping by causing acommand to swap the avatar or a swap command. A command to swap is aninstruction passed to a virtual universe host that identifies the avatarand the projected avatar directly or indirectly. The command to swap mayinclude a user's keystrokes or mouse movements that are received at aclient computer. For example, a user may use a keystroke of applying the“ctrl” key and the “tab” key at the same time such that both keys aredepressed on the client computer. In response, the client computer maysend an indication that the avatar, and the projected avatar at the headof the queue are to be swapped. The indication is sent to the virtualuniverse host as a command to swap.

FIG. 10 shows a flowchart of a virtual universe host swapping an avatarwith an associated projected avatar. Initially, the virtual universehost receives a swap command (step 1000). In an instance where more thanone projected avatar exists, the virtual universe host may determine aprojection point stored at the head of the queue (step 1001). In theexample of FIGS. 9A and 9B, projected avatar 911 occupies location B,which is stored in the head of the queue 951. The virtual universe hostplaces the avatar to the projection point (step 1002). The virtualuniverse host performs placing by teleporting the avatar to theprojection point or location B.

Next, the virtual universe host annihilates the projected avatar atprojection point (step 1003). The location that avatar teleported frommay now be vacant, that is location A. A departure point is a locationthat an avatar departs from, as it is teleported. The virtual universehost places a projected avatar at the departure point or location A(step 1004). The virtual universe host may determine if the projectedavatar (now at location A) is in view of any client computers (step1005). The projected avatar is in view if an avatar associated with aclient computer has a clear line of sight to the projected avatar withinthe virtual universe. If the projected avatar is in view of a clientcomputer, the virtual universe host may apply a rendering effect torender the projected avatar as transparent (step 1006). In this case,the virtual universe host applies the rendering effect by transmittingthe association of the avatar with the projection point to a clientcomputer. In addition, the virtual universe host may transmit an avatarattitude to the client computer. Alternatively, the virtual universehost may apply a rendering effect to render the projected avatar astranslucent. Next, the virtual universe host places the projected avatarto the tail of the queue (step 1007). Processing terminates thereafter.

FIG. 11 shows a flowchart of steps that may be performed on a clientcomputer in accordance with an illustrative embodiment of the invention.Initially, a client computer receives a command to swap the avatar witha projected avatar (step 1100). The command may be, for example, a mouseclick on a tab corresponding to the projected avatar. The command maybe, for example, a keystroke combination that selects the projectedavatar with which to swap. Next the client computer determines whichprojection point is at the head of the queue (step 1101). Queue may be,for example, queue 950 from FIG. 9B. Next, the client computer swaps theavatar and the head of queue projected avatar such that each occupiesthe location of the other (step 1102).

The client computer also adjusts the queue. The departure point is nowthe location of the projected avatar. Next, the client computer placesthe departure point to the back of the queue (step 1103). The clientcomputer renders a viewport associated with the avatar location (step1104). The viewport is active in the sense that commands to animate,move, and reconfigure the avatar, are performed to render the view shownin the viewport from a perspective of the new location of the avatar.Processing terminates thereafter.

FIG. 12 is a flowchart of steps to annihilate a projected avatar inaccordance with an illustrative embodiment of the invention. Initially,the client computer receives an event associated with the projectedavatar (step 1200). The event may be, for example, an expired timer. Asecond example of an event may be a command entered by a user. As athird example, the event may be a user logging off of a session with thevirtual universe host. In the absence of receiving the event, the clientcomputer may continuously check whether an event is received.

Next, given a positive result to step 1200, the client computerannihilates the projected avatar (step 1201). This step may involveremoving the projected avatar from a queue as well as indicating to avirtual universe host to remove the projected avatar from the virtualuniverse including any inventory with which the projected avatar may beassociated. A negative result to step 1200 causes the computer tore-execute step 1200. Next, the client computer removes the tabassociated with the projected avatar (step 1202). Processing terminatesthereafter.

The command to annihilate the projected avatar may come in many formsvia a number of user interfaces. For example, a tab may contain anannihilate button. A user may use a mouse or other pointing device toselect the button with a mouse click. Thus, the annihilate command maybe a mouse click on the annihilate button.

The illustrative embodiments permit a user to create projected avatarsin a virtual universe as well as viewports used to access the projectedavatars. The illustrative embodiments may enable a quick way to rotatethrough a sequence of projected avatars by swapping locations of anavatar with each of several projected avatars. In addition, features mayprovide for displaying tabs containing compact representations of ateleportation history. A client computer that displays such tabsresponds to user inputs such that a tab selection causes a return to ateleport source location.

The invention can take the form of an entirely hardware embodiment, anentirely software embodiment or an embodiment containing both hardwareand software elements. In a preferred embodiment, the invention isimplemented in software, which includes but is not limited to firmware,resident software, microcode, etc.

Furthermore, the invention can take the form of a computer programproduct accessible from a computer-usable or computer-readable mediumproviding program code for use by or in connection with a computer orany instruction execution system. For the purposes of this description,a computer-usable or computer readable medium can be any tangibleapparatus that can contain, store, communicate, propagate, or transportthe program for use by or in connection with the instruction executionsystem, apparatus, or device.

The medium can be an electronic, magnetic, optical, electromagnetic,infrared, or semiconductor system (or apparatus or device) or apropagation medium. Examples of a computer-readable medium include asemiconductor or solid state memory, magnetic tape, a removable computerdiskette, a random access memory (RAM), a read-only memory (ROM), arigid magnetic disk and an optical disk. Current examples of opticaldisks include compact disk-read only memory (CD-ROM), compactdisk-read/write (CD-R/W) and DVD.

A data processing system suitable for storing and/or executing programcode will include at least one processor coupled directly or indirectlyto memory elements through a system bus. The memory elements can includelocal memory employed during actual execution of the program code, bulkstorage, and cache memories which provide temporary storage of at leastsome program code in order to reduce the number of times code must beretrieved from bulk storage during execution.

Input/output or I/O devices (including but not limited to keyboards,displays, pointing devices, etc.) can be coupled to the system eitherdirectly or through intervening I/O controllers.

Network adapters may also be coupled to the system to enable the dataprocessing system to become coupled to other data processing systems orremote printers or storage devices through intervening private or publicnetworks. Modems, cable modem and Ethernet cards are just a few of thecurrently available types of network adapters.

The description of the present invention has been presented for purposesof illustration and description, and is not intended to be exhaustive orlimited to the invention in the form disclosed. Many modifications andvariations will be apparent to those of ordinary skill in the art. Theembodiment was chosen and described in order to best explain theprinciples of the invention, the practical application, and to enableothers of ordinary skill in the art to understand the invention forvarious embodiments with various modifications as are suited to theparticular use contemplated.

What is claimed is:
 1. A computer-implemented method of virtuallyteleporting avatars, the method being implemented by a computer thatincludes one or more processors, the method comprising: receiving afirst command to place a copy of an avatar at a first location in avirtual universe; placing the copy of the avatar at the first locationin response to the first command such that the copy of the avataroccupies a simulated space in the virtual universe that is associatedwith the first location; receiving a second command to teleport theavatar to the first location; and teleporting the avatar to the firstlocation in response to the second command such that the avatar occupiesthe simulated space in place of the copy of the avatar and the copy ofthe avatar no longer occupies the simulated space.
 2. The method ofclaim 1, wherein, before the teleportation, the copy of the avataroccupies the simulated space in accordance with one or morepredetermined rules relating to physics.
 3. The method of claim 1,wherein, before the teleportation, the copy of the avatar occupies thesimulated space without a conflict with other objects of the virtualuniverse.
 4. The method of claim 1, further comprising: removing thecopy of the avatar from the virtual universe when the avatar isteleported to the first location.
 5. The method of claim 1, furthercomprising: removing the copy of the avatar from the virtual universewithout removing the avatar from the virtual universe in response to aclient computer logging off a session associated with the virtualuniverse.
 6. The method of claim 1, further comprising: associating arendering effect with the copy of the avatar such that an appearance ofthe copy of the avatar is distinct from an appearance of the avatar inthe virtual universe.
 7. A computer program product for virtuallyteleporting avatars, the computer program product comprising one or morecomputer-readable tangible storage devices and program instructions,stored on at least one of the one or more computer-readable tangiblestorage devices, the program instructions comprising: programinstructions to receive a first command to place a copy of an avatar ata first location in a virtual universe; program instructions to placethe copy of the avatar at the first location in response to the firstcommand such that the copy of the avatar occupies a simulated space inthe virtual universe that is associated with the first location; programinstructions to receive a second command to teleport the avatar to thefirst location; and program instructions to teleport the avatar to thefirst location in response to the second command such that the avataroccupies the simulated space in place of the copy of the avatar and thecopy of the avatar no longer occupies the simulated space.
 8. Thecomputer program product of claim 7, wherein, before the teleportation,the copy of the avatar occupies the simulated space in accordance withone or more predetermined rules relating to physics.
 9. The computerprogram product of claim 7, wherein, before the teleportation, the copyof the avatar occupies the simulated space without a conflict with otherobjects of the virtual universe.
 10. The computer program product ofclaim 7, further comprising program instructions to remove the copy ofthe avatar from the virtual universe when the avatar is teleported tothe first location.
 11. The computer program product of claim 7, furthercomprising program instructions to remove the copy of the avatar fromthe virtual universe without removing the avatar from the virtualuniverse in response to a client computer logging off a sessionassociated with the virtual universe.
 12. The computer program productof claim 7, further comprising program instructions to associate arendering effect with the copy of the avatar such that an appearance ofthe copy of the avatar is distinct from an appearance of the avatar inthe virtual universe.
 13. A computer system for virtually teleportingavatars, the computer system comprising: one or more processorsconfigured to: receive a first command to a copy of an avatar at a firstlocation in a virtual universe; place the copy of the avatar at thefirst location in response to the first command such that the copy ofthe avatar occupies a simulated space in the virtual universe that isassociated with the first location; receive a second command to teleportthe avatar to the first location; and teleport the avatar to the firstlocation in response to the second command such that the avatar occupiesthe simulated space in place of the copy of the avatar and the copy ofthe avatar no longer occupies the simulated space.
 14. The computersystem of claim 13, wherein, before the teleportation, the copy of theavatar occupies the simulated space in accordance with one or morepredetermined rules relating to physics.
 15. The computer system ofclaim 13, wherein, before the teleportation, the copy of the avataroccupies the simulated space without a conflict with other objects ofthe virtual universe.
 16. The computer system of claim 13, wherein theone or more processors are further configured to remove the copy of theavatar from the virtual universe when the avatar is teleported to thefirst location.
 17. The computer system of claim 13, wherein the one ormore processors are further configured to remove the copy of the avatarfrom the virtual universe without removing the avatar from the virtualuniverse in response to a client computer logging off a sessionassociated with the virtual universe.
 18. The computer system of claim13, wherein the one or more processors are further configured toassociate a rendering effect with the copy of the avatar such that anappearance of the copy of the avatar is distinct from an appearance ofthe avatar in the virtual universe.